Ai relationship: Difference between revisions

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{{lang|Ai relationship}}
{{lang|Ai relationship}}
[[File:ai_relationship.png|left]]
[[File:ai_relationship.png|left]]
{{base point|ai_relationship}} It sets a relationship type between two parties. These parties can be an [[NPC]], an NPC class, or the player(s).{{clr}}
{{base point|ai_relationship}} It sets a relationship type between two parties. These parties can be an [[NPC]], an NPC class, or the player(s). Any object descending from {{ent|CBaseCombatCharacter}} can have relationships, most notably NPCs and players.{{clr}}


Dispositions:<!--This order matches the enum in code by the way-->
Dispositions:<!--This order matches the enum in code, although D_ER has been moved to the bottom-->
*'''Error (D_ER)''': Rarely, a problem can occur and result in this disposition. NPCs will probably behave similar to Neutral.
{| class="wikitable"
*'''Hate (D_HT)''': Considers the target an enemy/enemies and will attack.
|-
*'''Fear (D_FR)''': Avoids the target. [[npc_headcrab|Headcrabs]] run away without attacking. [[npc_metropolice|Metropolice]] attacks. Rebels avoid without attacking, and cannot be commanded. Zombies will occasionally also swipe at the target as if it is in their flight path, but these swipes will afflict no damage to player, unless the zombie has been attacked.
! Name || Description
*'''Like (D_LI)''': Will not attack the target. Rebels follow automatically, and can be commanded. The player's weapon will play lowering animations when looking at the target. Zombies will remain still and only turn to face the target.
|-
*'''Neutral (D_NU)''': Will not attack. Rebels avoid player apologetically, and cannot be commanded. [[npc_zombie|Zombies]] will remain still and only turn to face the target.
| Hate (D_HT) || Considers the target an enemy. Most NPCs will attack if possible, although NPCs that cannot attack may flee instead.
 
|-
Relationships are not limited to NPCs. Some objects ({{ent|CBaseCombatCharacter}}) can also have relationships.
| Fear (D_FR) || Tries to avoid/flee from the target. Behavior varies across NPCs. Most NPCs will just run to cover out of the target's sight while NPCs with ranged weapons may run away while shooting at the feared enemy. {{bugfix|The trace code used by melee damage doesn't detect D_FR entities and therefore NPCs can't use melee attacks against them. (they may try, but they won't do any damage)|This can be fixed by going to <code>CTraceFilterMelee::ShouldHitEntity()</code> and replacing <code><nowiki>pBCC->IRelationType( pEntity ) == D_HT</nowiki></code> with <code><nowiki>pBCC->IRelationType( pEntity ) <= D_FR</nowiki></code>, which correctly accounts for both D_HT and D_FR.|code}}
 
|-
{{confirm|Relationships determine if something can damage another thing. (Antlions could be an exception...)}}
| Like (D_LI) || Considers the target a friend. NPCs will never intentionally attack these targets and NPCs with <code>bits_CAP_FRIENDLY_DMG_IMMUNE</code> (e.g. [[npc_citizen|citizens]]) will not take any damage from NPCs or players that have this disposition towards them. {{note|Only the disposition of the NPC that deals the damage is considered by <code>bits_CAP_FRIENDLY_DMG_IMMUNE</code>. If a citizen friendly to the player (citizen D_LI to the player) is attacked by a player that doesn't consider them friendly (player not D_LI to the citizen), they will take damage and may not retaliate without additional programming.}}
{{code|<code>bits_CAP_FRIENDLY_DMG_IMMUNE</code> can be added to a NPC with <code>AddCapabilities</code> and is usually appended in an NPC's <code>Spawn()</code> function, although it can be toggled at any time.}}
|-
| Neutral (D_NU) || Considers a target neutral. NPCs usually won't consider these targets at all, or at least not care about them as enemies or as allies. This is used for fauna like [[npc_crow|crows]]. {{tip|Making a <code>npc_citizen</code> neutral to the player ''(but not the other way around)'' is used to prevent them from joining the player's squad.}}
|-
| Error (D_ER) || This "error" disposition is used internally to determine if something went wrong in a relationship. Should not be used. NPC behavior mostly equivalent to neutral.{{confirm}}
|}


Not available in {{css}} {{dods}} {{l4ds}} {{csgo}}.
Not available in {{css}} {{dods}} {{l4ds}} {{csgo}}.
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==Inputs==
==Inputs==
{{IO|ApplyRelationship|Apply relationship changes. This will change all subject entities' relationships to all target entities. {{note|Once you fire <code>ApplyRelationship</code>, the entity is on until you send a <code>Disable</code> or <code>RevertRelationship</code> input. During the time any entities that spawn who match the subject or target names will be affected.}} {{warning|Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided.}}}}
{{IO|ApplyRelationship|Applies relationship changes. This will change all subject entities' relationships to all target entities. {{note|Once you fire <code>ApplyRelationship</code>, the entity is on until you send a <code>RevertRelationship</code> or <code>RevertToDefaultRelationship</code> input. During the time any entities that spawn who match the subject or target names '''will''' be affected.}} {{warning|Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided.}}}}
{{IO|RevertRelationship|Revert relationship changes. This will return the relationship to what it was at the time the <code>ApplyRelationship</code> input was called (or when this ai_relationship was spawned if ''Start Active'' is set).}}
{{IO|RevertRelationship|Reverts relationship changes to what the relationship of the first one was at the time the <code>ApplyRelationship</code> input was called (or when this ai_relationship was spawned if ''Start Active'' is set).}}
{{IO|RevertToDefaultRelationship|Revert relationship changes to the default relationship, which may have changed since this ai_relationship was applied. This returns control of the entity relationship to the code.}}
{{IO|RevertToDefaultRelationship|Reverts relationship changes to the entities' default relationships, completely returning control of affected relationships to the code.}}
{{I BaseEntity|prel4d=1}}
{{I BaseEntity|prel4d=1}}



Revision as of 09:13, 20 September 2019

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Ai relationship.png

Template:Base point It sets a relationship type between two parties. These parties can be an NPC, an NPC class, or the player(s). Any object descending from CBaseCombatCharacter can have relationships, most notably NPCs and players.

Dispositions:

Name Description
Hate (D_HT) Considers the target an enemy. Most NPCs will attack if possible, although NPCs that cannot attack may flee instead.
Fear (D_FR) Tries to avoid/flee from the target. Behavior varies across NPCs. Most NPCs will just run to cover out of the target's sight while NPCs with ranged weapons may run away while shooting at the feared enemy.
Icon-Bug.pngBug:The trace code used by melee damage doesn't detect D_FR entities and therefore NPCs can't use melee attacks against them. (they may try, but they won't do any damage)  [todo tested in ?]
Cpp.pngCode Fix:This can be fixed by going to CTraceFilterMelee::ShouldHitEntity() and replacing pBCC->IRelationType( pEntity ) == D_HT with pBCC->IRelationType( pEntity ) <= D_FR, which correctly accounts for both D_HT and D_FR.
Like (D_LI) Considers the target a friend. NPCs will never intentionally attack these targets and NPCs with bits_CAP_FRIENDLY_DMG_IMMUNE (e.g. citizens) will not take any damage from NPCs or players that have this disposition towards them.
Note.pngNote:Only the disposition of the NPC that deals the damage is considered by bits_CAP_FRIENDLY_DMG_IMMUNE. If a citizen friendly to the player (citizen D_LI to the player) is attacked by a player that doesn't consider them friendly (player not D_LI to the citizen), they will take damage and may not retaliate without additional programming.

bits_CAP_FRIENDLY_DMG_IMMUNE can be added to a NPC with AddCapabilities and is usually appended in an NPC's Spawn() function, although it can be toggled at any time.

Neutral (D_NU) Considers a target neutral. NPCs usually won't consider these targets at all, or at least not care about them as enemies or as allies. This is used for fauna like crows.
Tip.pngTip:Making a npc_citizen neutral to the player (but not the other way around) is used to prevent them from joining the player's squad.
Error (D_ER) This "error" disposition is used internally to determine if something went wrong in a relationship. Should not be used. NPC behavior mostly equivalent to neutral.[confirm]

Not available in Counter-Strike: Source Day of Defeat: Source Left 4 Dead seriesLeft 4 Dead series Counter-Strike: Global Offensive.

C++ In code, it is represented by theCAI_Relationshipclass, defined in theai_relationship.cppfile.

Flags

  • 1: Notify subject of target's location
  • 2: Notify target of subject's location

Keyvalues

Subject(s) (subject) ([todo internal name (i)]) <target_name_or_class>
The targetname or classname of the NPCs whose disposition will change.
Subject Class (subjectclass) ([todo internal name (i)]) <classname> (in all games since Alien Swarm)
As above, for classnames only.
Target(s) (target) ([todo internal name (i)]) <target_name_or_class>
The targetname or class name of the NPCs about whom the subject(s) will change their disposition towards.
Tip.pngTip:Use !player for the player.
Target Class (targetclass) ([todo internal name (i)]) <classname> (in all games since Alien Swarm)
As above, for classnames only.
Disposition (disposition) ([todo internal name (i)]) <choices>
The way the subject(s) should feel about the target(s)
  1. Hate
  2. Fear
  3. Like
  4. Neutral
Radius for subject (radius) ([todo internal name (i)]) <float>
Only NPCs within this distance of the entity will have their dispositions changed.
Disposition Priority (rank) ([todo internal name (i)]) <integer>
How much the subject(s) should Like/Hate/Fear the target(s). Higher priority = stronger feeling.
Start Active (StartActive) ([todo internal name (i)]) <boolean>
Apply this relationship as soon as the entity spawns?
Reciprocal (Reciprocal) ([todo internal name (i)]) <boolean>
Make the new disposition apply to the targets as well as the subjects.


Inputs

ApplyRelationship
Applies relationship changes. This will change all subject entities' relationships to all target entities.
Note.pngNote:Once you fire ApplyRelationship, the entity is on until you send a RevertRelationship or RevertToDefaultRelationship input. During the time any entities that spawn who match the subject or target names will be affected.
Warning.pngWarning:Unpredictable results may occur when two ai_relationship entities refer to the same set or subset of target or subject entities. This situation should be avoided.
RevertRelationship
Reverts relationship changes to what the relationship of the first one was at the time the ApplyRelationship input was called (or when this ai_relationship was spawned if Start Active is set).
RevertToDefaultRelationship
Reverts relationship changes to the entities' default relationships, completely returning control of affected relationships to the code.


Outputs

See also